Graphical Performance & Spring
Moderator: Moderators
I gave myself a laugh when I opened up the memory box to check it out and realised that pretty much the entirety of my PC components have several heatsinks.
8800GTX has huge heatsink
I'm using tuniq tower 120 on CPU (even more huge)
Mainboard has 3 heatsinks connected by heatpipes
Memory has heatsinks on both sides too.
Still, anyone know how to make spring work on an 8x00 series card?
And is there anything I can do for Spring with my Q6600? I vaguely remember reading over something before about playing Spring on dual or quad core CPU's and how changing the priorities or something similar would make it work better.
8800GTX has huge heatsink
I'm using tuniq tower 120 on CPU (even more huge)
Mainboard has 3 heatsinks connected by heatpipes
Memory has heatsinks on both sides too.
Still, anyone know how to make spring work on an 8x00 series card?
And is there anything I can do for Spring with my Q6600? I vaguely remember reading over something before about playing Spring on dual or quad core CPU's and how changing the priorities or something similar would make it work better.
What's the deal with the FPS manager? First I've heard of it.LordMatt wrote:Welcome to the club demo. I use quantum's FPS manager to keep things playable, however that requires using lua, which I know you hate.
I have the same problem as Demo... duel SLI Inno3D GF 8800GTX running at 2,560 x 1,600 on a quad core system, and my frame rate sucks!
I'm not even going to try playing Spring again unless I can get at least 50 fps minimum in almost all conditions. Spent years playing games with sub-standard fps counts and now that I finally forked out lots of cash to build a rig that can run everything else at full details with a perfectly reasonable (if not totally excessive) frame rate, I have no intent on going back to low FPS gaming.
Some dev's please post in this thread about any plans/possibilities for increasing performance of 8x00 series cards in Spring, or even to say that it's not going to happen. Don't want to hang onto false hope.
Some dev's please post in this thread about any plans/possibilities for increasing performance of 8x00 series cards in Spring, or even to say that it's not going to happen. Don't want to hang onto false hope.
It's not going to happen.
Well, it may happen sometime but currently there are no concrete plans nor does any developer have an 8000 series nvidia card, as far as I know.
So it totally depends on some new random developer popping up who wants to fix Spring for 8000 series nvidia cards.
Just make sure you turn off threaded optimizations in the nvidia driver control panel, it's not going to be any faster then what you get with that soon.
Well, it may happen sometime but currently there are no concrete plans nor does any developer have an 8000 series nvidia card, as far as I know.
So it totally depends on some new random developer popping up who wants to fix Spring for 8000 series nvidia cards.
Just make sure you turn off threaded optimizations in the nvidia driver control panel, it's not going to be any faster then what you get with that soon.
-
- Spring Developer
- Posts: 1254
- Joined: 24 Jun 2007, 08:34
-
- Spring Developer
- Posts: 1254
- Joined: 24 Jun 2007, 08:34
Testing conditions:
8500GT PCIe + recent driver (100.14.19)
Core2Duo 4300 (1.8GHz)
1GB DDR2 800MHz
Settings:
Spring svn r4473
1280x1024 fullscreen without AA and UnitIconDistance 155
Script: Air Combat Test
Map: Smoth Heigths V5
Mod: XTA v9.1
min. Details: ~150fps (with bug caused by low unit detail)
max. Details (water=reflective+refractive): ~30fps
max. Details without shadows: ~55fps
Top performance eaters:
Shadows (they doesnt even look good, though)
Water (depending how much water is on the screen and how much units are above it)
I didn't noticed any settings which cause a strange slowdown, but can someone please post a value from a non 8000 card to compare with?
Edit:
Ground decals seem to have also a great impact on performance.
On max settings my framerate drops from 50 to 5 after i fired some nukes . Setting Ground decals to low fixed this performance drop.
8500GT PCIe + recent driver (100.14.19)
Core2Duo 4300 (1.8GHz)
1GB DDR2 800MHz
Settings:
Spring svn r4473
1280x1024 fullscreen without AA and UnitIconDistance 155
Script: Air Combat Test
Map: Smoth Heigths V5
Mod: XTA v9.1
min. Details: ~150fps (with bug caused by low unit detail)
max. Details (water=reflective+refractive): ~30fps
max. Details without shadows: ~55fps
Top performance eaters:
Shadows (they doesnt even look good, though)
Water (depending how much water is on the screen and how much units are above it)
I didn't noticed any settings which cause a strange slowdown, but can someone please post a value from a non 8000 card to compare with?
Edit:
Ground decals seem to have also a great impact on performance.
On max settings my framerate drops from 50 to 5 after i fired some nukes . Setting Ground decals to low fixed this performance drop.
Last edited by Auswaschbar on 28 Sep 2007, 17:30, edited 1 time in total.
I've just ordered an 8800GTS, so I plan to
run some tests as well (albeit in combination
with a single-core CPU). If these slowdowns
are reproducable on that setup, then they
probably don't stem from synchronizing OGL
operations (like the glGet*() calls) when the
driver is multi-threaded, but since Spring
doesn't have too many of those in critical
places AFAICT anyway that's unlikely to be
the real issue.
run some tests as well (albeit in combination
with a single-core CPU). If these slowdowns
are reproducable on that setup, then they
probably don't stem from synchronizing OGL
operations (like the glGet*() calls) when the
driver is multi-threaded, but since Spring
doesn't have too many of those in critical
places AFAICT anyway that's unlikely to be
the real issue.
I wonder, can we offload pathfinding onto the second core if someone has a multicore computer? It's the single biggest performance eater in most situations. If I remember right, Spring actually does worse on multicore computers than single core... Taking advantage of multicore should be a top priority IMHO, that sort of processor is getting very common and is only going to get moreso.
Yes physics too, those two things should go on their own core whenever possible. They eat up all my efpeeesses.
I understand that Spring wasn't designed for multicore, but just pretending that other CPU isn't there is awfully wasteful. There's got to be some way to split the processing up, even if it takes time.
I understand that Spring wasn't designed for multicore, but just pretending that other CPU isn't there is awfully wasteful. There's got to be some way to split the processing up, even if it takes time.
-
- Spring Developer
- Posts: 1254
- Joined: 24 Jun 2007, 08:34
I just discovered this picture 

kloot, spring performs horrendously under multi threaded optimizations because of glGet calls, so for all intensive purposes synchronous calls do matter as any sane spring user has this option turned off for performance reasons.
And this is not a cpu lag issue. I have an 8800 and I get around 100 fps at min settings with perhaps decals and a few minor options turned on, which then falls to 40fps very quickly, which is comparable to my FX 5200 ultra on the same settings. My cpu doesn't lag at all in this time and I can get those frame rates while at 1-2% cpu usage.
And this is not a cpu lag issue. I have an 8800 and I get around 100 fps at min settings with perhaps decals and a few minor options turned on, which then falls to 40fps very quickly, which is comparable to my FX 5200 ultra on the same settings. My cpu doesn't lag at all in this time and I can get those frame rates while at 1-2% cpu usage.
-
- Spring Developer
- Posts: 1254
- Joined: 24 Jun 2007, 08:34
With some cheating I spammed hundreds of different units, it doesnt impact performance.
The only thing is that after some playing, performance drops because of ground decals. Its very easy to reproduce:
1. set GroundDecals to high
2. notice the normal framerate (~50 for me)
3. fire at least 5 nukes and wait till explosion is gone
4. watch framerate drop to ~5 fps
The only thing is that after some playing, performance drops because of ground decals. Its very easy to reproduce:
1. set GroundDecals to high
2. notice the normal framerate (~50 for me)
3. fire at least 5 nukes and wait till explosion is gone
4. watch framerate drop to ~5 fps